Blitzballer (3.5e Class)

From D&D Wiki

The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.

You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.All pages needing to be reviewed

The Blitzballer is an athlete that is incredibly skilled at using ranged weapons usually spherical in shape. They also posses some level of arcane ability as they can enchant their weapon to cause elemental damage or status effects.

Weapon and Armor Proficiency: The Blitzballer is proficient with all throwable weapons and any weapon that can be thrown. They are proficient in Light Armor.

Throw Anything: A Blitzballer gains the feat Throw Anything for free at level 1. At level 4 he gains Close-quarters Thrower feat even if he does not meet the prerequisites.

Thrown Bounder: At level 1 the Blitzballer is able to cause any ranged thrown weapon he throws to return to him. This allows the Blitzballer to throw multiple times. (If appropriate level or duel wielding)

Blitz Magic: Starting at level 3 the Blitzballer can channel magic through his chosen ranged weapon. This counts as a spell-like ability and can be used 3+1/2 level times per day. The Blitzballer can gain more abilities as they level. All abilities work on successful ranged touch attacks unless stated otherwise. The DC for any of the Blitzballers abilities is equal to 10 + Charisma Modifier + 1/2 the Blitzballers level.

Dark Attack (Sp): Launch an attack enchanted with blinding magic, Target must succeed a Fortitude save or become blinded for 1d4 rounds.

Silence Attack (Sp): Launch an attack enchanted with anti-magic magic, Target must succeed a Will Save or be unable to cast spells or use spell-like abilities for 1d4 rounds.

Sleep Attack (Sp): Launch an attack enchanted with sleep magic, Target must succeed a Will Save or fall unconcious for 1d4 rounds. Any hostile action towards them immediately breaks the effect.

Delay Attack (Sp): Throw with even more vigor and force the target to make a Fortitude save or be stunned for 1 round.

Dark Buster (Sp): Must be level 6 before chosing this magic. Launch an attack enchanted with more powerful magic. Target becomes blinded for 1d4 turns and must succeed a fortitude save to avoid permanent blindness.

Silence Buster (Sp): Must be level 6 before chosing this magic. Launch an attack enchanted with more powerful magic. Target becomes unable to cast spells or use spell-like abilities for 1d4 turns and must succeed a Will save or the duration becomes 3d4.

Sleep Buster (Sp): Must be level 9 before chosing this magic. Launch an attack enchanted with more powerful magic. Target immediately falls asleep for 1d4 turns and must succeed a fortitude save or become helpless.

Delay Buster (Sp): Must be level 9 before chosing this magic. Launch an attack enchanted with more powerful magic. Target becomes stunned for 1 turn and must succeed a fortitude save or be stunned for 1d4 rounds.

Extract Power (Sp): Must be level 4 before chosing this magic. Launch an attack that saps the enemies Strength. Target must succeed a Fortitude save or have 1d4 Strength drained. (The Blitzballer gains the lost stat until combat ends.)

Extract Mana (Sp): Must be level 4 before chosing this magic. Launch an attack that saps the enemies Wisdom. Target must succeed a Fortitude save or have 1d4 Wisdom drained.

Extract Speed (Sp): Must be level 4 before chosing this magic. Launch an attack that saps the enemies Speed. Target must succeed a Fortitude save or have half of their movement drained.

Power Break (Sp): Must be level 14 before chosing this magic. Launch an attack that greatly saps the enemies Strength. Target must succeed a Fortitude save or take 3d4 Strength damage.

Magic Break (Sp): Must be level 14 before chosing this magic. Launch an attack that greatly saps the enemies Caster Stat. Target must succeed a Fortitude save or take 3d4 damage to that stat.

Armor Break (Sp): Must be level 14 before chosing this magic. Launch an attack that greatly saps the enemies Strength. Target must succeed a Fortitude save or their armor receives the broken status. If the target only has natural armor reduce it by 3d4.

Full Break (Sp): Must be level 16 before chosing this magic. Launch an attack that Applies all other breaks. The target must succeed a fortitude save for only half the effect.

Quick Hit (Sp): Must be level 11 before chosing this magic. Launch an extra attack as a swift action at full BAB.

Bonus Feats: The BlitzBaller can gain any feat that works with their throw. They gain their first at level 4 and another every 4 levels after. (The first one is Close-quarters thrower)

Rebound: Starting at level 5 the Blitzballer can rebound an attack to a second target within 10ft of the first. The Blitzer can rebound to more targets every 5 levels after. When making a rebound attack you can only make 1 attack unless using the Quick Hit Magic.

Swim Speed: The Blitzballers work gives them a seemingly unnaturally good ability to swim. They gain a swim speed of 15ft at level 2 and it increases again at levels 6/11/17

Slot Reels: The Blitzer can take his chances and enchant his ball randomly using different "Reels" rolling 1d100 to see what effect happens., 21-40, 41-60, 61-80, 81-100. You can only use each Reel once per day.

Elemental Reel (Sp)' Elemental Reel (Level 7)

1-20 Enchant with an elemental effect of your choosing adding 1d6 of that elements damage.

21-40 Enchant with an elemental effect of your choosing adding 2d6 of that elements damage.

41-60 Enchant with an elemental effect of your choosing adding 3d6 of that elements damage.

61-80 Enchant with an elemental effect of your choosing adding 4d6 of that elements damage.

81-100 Enchant with an elemental effect of your choosing adding 5d6 of that elements damage.

{{#anc:Status Reel(Sp) Status Reel (Level 13) Apply the same rules as 1-20 to all of the rest in this reel. (Targets get fortitude saves equal to DC: 10+1/2 blitz ballers level+Charisma Mod)

1-20 Roll 1d3 and apply Sleep/Darkness/Silence. 1 for Sleep, 2 for Sleep and Darkness, 3 for all of them. Duration 1d3

21-40 Roll 1d3 and apply Nauseated/Facinated/Sickened Duration 1d4

41-60 Roll 1d3 and apply Fatigued/Entangled/Staggered Duarion 1d4

61-80 Roll 1d3 and apply Bleed/Confused/Stunned Duration 1d4

81-100 Roll 1d3 and apply Paralyzed/Flat-footed/Petrification

{{#anc:Attack Reel(Sp) Attack Reel (Level 18) Crits with any of these attacks do not multipy your modifier bonus. Multiple normal hits are still additive.

1-20 Making a full-round action to launch 1d3 worth of attacks. At highest BAB.

21-40 Making a full-round action to launch 1d3+1 worth of attacks. At highest BAB.

41-60 Making a full-round action to launch 1d4+1 worth of attacks. At highest BAB.

61-80 Making a full-round action to launch 1d4+2 worth of attacks. At highest BAB.

81-100 Making a full-round action to launch 1d6+3 worth of attacks. At highest BAB.

Bonus against Flying: Your ranged attacks give you a specialty against flying foes. Gain bonus hit chance against flying enemies. As noted on the table.

Slot Reels Master: Gain an extra use of each reel per day. (2 uses per day instead of 1)

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.